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07.09.03
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Title                   : Dawn of Eternity
Filenames               : nesp09.bsp
			  ne_os1.bsp
			  nesp09.txt
Author                  : necros
Email Address           : necros@planetquake.com
Website			: http://www.planetquake.com/necros
Description             : 2 Single Player Levels for Quake
				1 Normal Map
				1 Secret Map

			  nesp09:  It's the final level in the Midian Series (n3sp03, ne_sp06), and is designed to be played from scratch (no weapons from the previous levels.)  It's a more traditional metal/runic style, but taken to a scale it has never seen before...

			  ne_os1:  The secret level is more of an 'old skool' approach to brush work.  It's the metal/runic theme again, but don't look for fancy architecture here, it's more a focus on gameplay than brushwork.  It is beatable, and only over the top on a couple of occasions...  ;)

Other levels by Author	: ne_sp06	    - "Once Upon Atrocity"      (Q1SP)
			  ne_empty/ne_sp04  - "The Emptiness Without"   (Q1SP)
			  n3sp03            - "The Gates of Midian"     (Q1SP)
			  ne1_q2dm          - "Cosin Law"               (Q2DM)
			  n3sp02            - "Castle Necrosis"         (Q1SP)
			  n3_100b.bsp       - "oH gOd!"                 (Q1SP, 100B)

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* Play Information *

Single Player           : Yes
Coop starts		: Yes
Deathmatch              : Nope
Difficulty Settings     : Yes
Music Track		: Yes, there is end level music by me + new ambient sounds
GLQuake Supported	: Yes, Transparent Water Supported.
SoftwareQuake Supported : Yes, special variable set to eliminate greyflash and custom engine included
Engine Extensions	: No

* Construction *

Base                    : Scratch
Editor(s)               : GTKRadiant 1.2.11
Known Bugs              : R_Speeds.  :)
			  -Lightning gun has a slight possibility of being speed dependant, but I have no way to test and know for sure.
			  -Monster count seems to get inaccurate on nesp09.
			  This bug seems to create two or three 'ghost' monsters, in the monster count.  Therefore, I have included the actual monster counts .  Alternativly, you can simply check the monster count at the beginning of the level.  This is the real monster count.  This bug is entirely my fault, I just don't know how to fix it. :\
			  -On ne_os1, the monster count is innacurate ON PURPOSE!  It will start off at around ~300 but expect it to skyrocket as the map goes on.  THIS IS NORMAL, NOT A BUG!  :)

Build Time              : A long time for nesp09.  Call it about 3 Months work of actual work + About 3 weeks for ne_os1
Textures used           : Q1 Metal/Runic + Unreal Rocks + a few I made.
Compile machine         : AMD 1GHz 256 Mb RAM
Compile tools:		: TreeQBSPBJP, Tyrlite; Light (By Bengt Jardrup), Rvis+ (Modified by Bengt Jardrup).

+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

nesp09:
QBSP                    : 0:09:40
Vis (level 3)           : 9:01:23
Light (extra)		: 1:24:22
Brushes                 : ~6900 (~7100 including bmodels)
Entities		: 1460

Monsters:

Easy			: 197
Medium			: 258
Hard			: 304

+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
  	
ne_os1:
QBSP                    : 0:00:09
Vis (level 3)           : 0:00:23
Light (extra)		: 0:00:36
Brushes                 : 1349
Entities		: 752

Monsters:

Easy			: 375
Medium			: 503
Hard			: 621

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* Story *


	You start the prayer verse again, but something is wrong.  The ritual doesn't feel right.  You look around you, at your fellows.  Reworked humans.  You start to realize that things are very wrong.  You recognize your surroundings.  It is Earth, but not the one from what feels like ages ago.
	You look down at your hands.  You've been given a shotgun.  Like all the other reworked humans.
	Then you remember.  You remember defeating Saffron, the leader of Midian's armies, but afterwards...  you don't recall a thing...  Saffron must have started reworking you even while you were fighting him...  and some how you ended up here, back on Earth, as part of the invasion force.  But you must have killed Saffron before the reworking could be completed, which is the only reason your mind is still free.

	At least you're home again, but it doesn't look like your little jaunt through Midian did any good.  It's time to get rid of these Demons once and for all, and you're poised for the perfect thrust -- already deep inside the invasion's stronghold.

	You cock your shotgun, which makes the other reworked humans turn to you in surprise.  Your shotgun bucks twice in your hands as you put them down before they even have a chance to scream.

	Other demons are alerted by the sound -- yells, and then the screech of an approaching lift.  They know you're here now, and so it begins once again...

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* Information/Notes *

***  There are certain important gameplay changes to take note of:  ***

1.  Keys are back to normal, that is to say, you pick them up, and they disappear after using them.  No red or black keys.

2.  Changes to Ammo have been entailed.  

    Maximum Ammunition:
    -200 Shells
    -200 Nails
    -100 Rockets
    -150 Cells.  

    Ammo Box Changes (S/L):
    -Shells: 50/100
    -Nails: 50/100
    -Rockets: 10/20
    -Cells: 20/40

    Ammo Expenditure Changes:
    -Nails are used 1/2 as fast (Actual Nail Max is 400)
    -Cells are used 1/2 as fast (Actual Cell Max is 300)

    These changes were made because Quake doesn't display ammo properly over 255

3.  The Lightning gun aims much better.  (It gets 'refreshed' every 0.01 seconds now.)

4.  There are even more new monsters, and modified ones.

5.  The Double Barrel Shotgun's damage has been upped slightly.  This is because the maps depend a lot on the double barrel, especially the secret map.

6.  The Secret map is hard.  Very Hard.  This is done on purpose.  I dare anyone to record a demo of him or herself playing on Nightmare mode.

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* Credits *

 id for obvious reasons

 Tyrann for the excellent Quake executables.  He's the reason nesp09 can be played in software folks. :)  Also, thanks for sending me the super cool updated version of Tyrlite early to me.

 Thanks to the GTKRadiant guys for an amazing editor

 Bengt Jardrup (AKA aguiRe) for the Modified QBSP and RVIS programs and all the help during the making of this beast.

 Cable Hicks for adQuedit (which made fixing things sooo much easier, not to mention the sprites)

 Thanks to the People over at FUNC_MSGBOARD who have helped me during the months of work.

 Ashley Bone for PakExplorer

 Credit is due for whoever made the original dragon model (the small one)  I no longer have the original zip so I don't know who it is.  Anyway, I'm thanking you.  :)

 Jehon the Scribe for the "D'ni Script LM" font I used for the new symbols.

 CoF, obviously, for all the inspiration, although I didn't use their music this time around.

 Thanks to everyone running and participating in QExpo.  If not for all the encouragement, and coolness, I probably would have released this map much much later.  You guys rock!
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* Installation *

Unzip the contents of this zip archive to your quake directory.  Make sure the 'keep folder names' is checked.  The unzip process should create an 'nesp09' folder for you, with the .pak inside.  The Pak File contains all required files.  It also contains it's own quake.rc, so your own autoexec.cfg and config.cfg will work perfectly.  (No need to rePak or extract it or anything).

You cannot run these maps in any of the stock quake engines.  This is because there are not enough edicts to load the map.  As a result, a custom engine will be needed and one is included for you.

Depending on which you want, you can use either tyr-quake or tyr-glquake.  These two executables function just as the normal quake execs do, except that they have certain limits removed to permit the map to load, not to mention tons of bug fixes, courtesy of Tyrann.

Of course, any other custom quake engine which has support for higher edicts can run the map.  Examples would be:  PanQuake, TomazQuake, DarkPlaces.

=======================================================
To run, simply create a shortcut with the command line:
=======================================================

For openGL:
-game nesp09 -heapsize 32000

For software:
-game nesp09 -winmem 32

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Or Use dos/command prompt and type in:
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For openGL:
Tyr-Glquake -game nesp09 -heapsize 32000

For software:
Tyr-Quake -game nesp09 -winmem 32


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* Copyright / Permissions *

Commercial distribution of this material, in whole or in part, requires
prior agreement with the author.  Commercial distribution includes any
means by which the user has to pay either for the support (e.g. CD-ROM,
or magazine CD-ROM)or for the material itself.  Unauthorized commercial
distribution is prohibited.
However, you may distribute this Pak File for free by any means,
provided this Text file is included, and the .pak file, or .zip archive
has not been tampered with in any way.

 2003 necros

QUAKE is a registered trademark of Idsoftware, Inc.
All other names are trademark of their respective owners...

Ok, done, finally. =)  Wow!  You read this whole thing! ;)